Umbra::Renderable struct

Data for rendering a previously loaded mesh.

Public variables

UserPointer mesh
UserPointer to the mesh to render.
int lodLevel
Relative level of detail.
uint32_t visibilityMask
Bitmask of contexts this mesh is visible in.
Float4_4 transform
Model transform matrix.

Variable details

UserPointer Umbra::Renderable::mesh

UserPointer to the mesh to render.

The UserPointer was specified using AssetJob::finish.

int Umbra::Renderable::lodLevel

Relative level of detail.

LOD level starts at 0 and increases, with each level roughly halving detail. This information is available for debug and visualization purposes.

uint32_t Umbra::Renderable::visibilityMask

Bitmask of contexts this mesh is visible in.

The low bit represents the camera, while successive higher bits represent directional lights passed to View::update. This can be used to skip rendering the asset in the camera or any shadow maps if it is not visible